Another Super Metroid | ||
Release date: Mar 16, 2004 |
Author: Banana Oyaji
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Download: Version 1.0 [UH] (hard) (969 downloads) Download: Version 1.0 [UH] (1131 downloads) Download: Version 1.0 [H] (hard) (695 downloads) Download: Version 1.0 [H] (764 downloads) |
Genre: Exploration [?] Game: |
Difficulty: Veteran [?]
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Average runtime:
2:16 Average collection: 89% |
Read Me: Read Me |
Forum Thread: [None] |
Rating:
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Description
The difficulty is relatively high.
But for the people who unsatisfactory, hard version also bundled it
But for the people who unsatisfactory, hard version also bundled it
Screenshots
Ratings and Reviews
very simple
Hard to rate a hack that came out 11 years ago, when editors hardly (didn't?) exist and were crude at best. Hasn't aged well, but it's one hell of an insight as to how far hacking has come. I'd give it a run for that insight alone.
Animals saved.
Chose Hard Mode.
Note: In the unheadered versions of the Hard & Normal mode, the Gauntlet is corrupted, making the 2 Missile packs and the Energy Tank there impossible to collect by normal intended means (which makes up the difference from 97% to 100%), and otherwise in the headered versions these items should be collectible.
Quick Summary of the meaning of my SM hack ratings:
5 orbs: SM hacks within the 80% to 100% (90% ± 10%) range of perceived perfection; SM hacks for outstanding wholesome playing experiences and at most minor inconveniences.
4 orbs: SM hacks within the 60% to 80% (70% ± 10%) range of perceived perfection; Well done SM hacks with noticeable design problems.
3 orbs: SM hacks within the 40% to 60% (50% ± 10%) range of perceived perfection; Normal decent average SM hacks.
2 orbs: SM hacks within the 20% to 40% (30% ± 10%) range of perceived perfection; Overall messy, confusing, or punishing SM hacks with some upsides.
1 orb : SM hacks within the 00% to 20% (10% ± 10%) range of perceived perfection; Ruthlessly unplayable, broken, or barely from the original game changed SM hacks.
Judgement parameters summary:
° Creative ideas and features, polished design, how enjoyable and fun the hack can be, lack of hard to find or cryptic required game elements, the difficulty, and if the hack can be finished without major guides or tools.
° Note that the length of a SM hack will not necessarily contribute to my rating of the SM hack, since instead the averaged out experience over the whole hack will be taken into account to get a relative comparison between SM hacks.
° Besides this, lack of impactful changes from the original SM game also went into the evaluation of SM hacks (otherwise one may consider them among the 3 stars hacks) as follows: Ultimately, for my ratings I consider a situation in which an SM enthusiast that already has, knows about and is familiar with the original game and its prominent mechanics could only choose 1 new SM hack to play and thus would really want to make sure he/she will get a fresh and fantastic experience or journey out of his/her 1 choice.
The goal of all these SM hack ratings is so that rather new players have an overview of the whole spectrum of SM hacks and how to sort them in, in relation to each other, where SM hacks that are rated lower might still be enjoyable for more experienced players.
Finally, sometimes for SM hacks it can be relevant that they may be significantly more enjoyable from a player standpoint at which the player is well practiced and familiarized with Super Metroid's game mechanics in general, and that in particular some of the best SM hacks may not be the outright best first SM hack choices to play otherwise because of this, and for beginner SM hack players this typically steers the best first SM hack choices towards some of the SM hacks that I rated with 4 orbs instead of 5.
Rating for some hacks may be off by 1 Star, but arguably not more, and ratings are not attempted to be provided within the precision of ''half orbs''.
Chose Hard Mode.
Note: In the unheadered versions of the Hard & Normal mode, the Gauntlet is corrupted, making the 2 Missile packs and the Energy Tank there impossible to collect by normal intended means (which makes up the difference from 97% to 100%), and otherwise in the headered versions these items should be collectible.
Quick Summary of the meaning of my SM hack ratings:
5 orbs: SM hacks within the 80% to 100% (90% ± 10%) range of perceived perfection; SM hacks for outstanding wholesome playing experiences and at most minor inconveniences.
4 orbs: SM hacks within the 60% to 80% (70% ± 10%) range of perceived perfection; Well done SM hacks with noticeable design problems.
3 orbs: SM hacks within the 40% to 60% (50% ± 10%) range of perceived perfection; Normal decent average SM hacks.
2 orbs: SM hacks within the 20% to 40% (30% ± 10%) range of perceived perfection; Overall messy, confusing, or punishing SM hacks with some upsides.
1 orb : SM hacks within the 00% to 20% (10% ± 10%) range of perceived perfection; Ruthlessly unplayable, broken, or barely from the original game changed SM hacks.
Judgement parameters summary:
° Creative ideas and features, polished design, how enjoyable and fun the hack can be, lack of hard to find or cryptic required game elements, the difficulty, and if the hack can be finished without major guides or tools.
° Note that the length of a SM hack will not necessarily contribute to my rating of the SM hack, since instead the averaged out experience over the whole hack will be taken into account to get a relative comparison between SM hacks.
° Besides this, lack of impactful changes from the original SM game also went into the evaluation of SM hacks (otherwise one may consider them among the 3 stars hacks) as follows: Ultimately, for my ratings I consider a situation in which an SM enthusiast that already has, knows about and is familiar with the original game and its prominent mechanics could only choose 1 new SM hack to play and thus would really want to make sure he/she will get a fresh and fantastic experience or journey out of his/her 1 choice.
The goal of all these SM hack ratings is so that rather new players have an overview of the whole spectrum of SM hacks and how to sort them in, in relation to each other, where SM hacks that are rated lower might still be enjoyable for more experienced players.
Finally, sometimes for SM hacks it can be relevant that they may be significantly more enjoyable from a player standpoint at which the player is well practiced and familiarized with Super Metroid's game mechanics in general, and that in particular some of the best SM hacks may not be the outright best first SM hack choices to play otherwise because of this, and for beginner SM hack players this typically steers the best first SM hack choices towards some of the SM hacks that I rated with 4 orbs instead of 5.
Rating for some hacks may be off by 1 Star, but arguably not more, and ratings are not attempted to be provided within the precision of ''half orbs''.
Not so bad for such an ancient hack.
I mean it's vanilla map, but it was still enjoyable.
I liked how tourian went this time around.
There's only two problems with this hack.
First is if you don't power bomb for dori the first time, the door back isn't there.
So you have to do the room b4 again, which isn't fun.
Second is I couldn't get past the giant metroid event, the game kept freezing.
I had to use smile & my only solution was set the # of enemies to zero.
Seems like it affects every version.
Wasn't too sure how or when I was supposed to get into the wrecked ship.
I ended up getting spring ball & taking the long way around maridia...
Overall it was fun, thanks for the hack.
I mean it's vanilla map, but it was still enjoyable.
I liked how tourian went this time around.
There's only two problems with this hack.
First is if you don't power bomb for dori the first time, the door back isn't there.
So you have to do the room b4 again, which isn't fun.
Second is I couldn't get past the giant metroid event, the game kept freezing.
I had to use smile & my only solution was set the # of enemies to zero.
Seems like it affects every version.
Wasn't too sure how or when I was supposed to get into the wrecked ship.
I ended up getting spring ball & taking the long way around maridia...
Overall it was fun, thanks for the hack.
Not all that much different from vanilla. Rooms have been altered a bit but items are still in the same rooms. The route for 100% is the same with only a few minor changes. Not being able to go back through the Mochtroid room before Botwoon was slightly annoying for 100% since you are forced to go a longer way around.
There is also a sound-breaking bug at the baby causing the game to hardlock when trying to leave the room so I had to baby skip. 4th hack I encountered with that issue.
Still giving it 3 orbs despite being a halfhack without major changes since the changes weren't negatively impacting my enjoyment. I liked it.
There is also a sound-breaking bug at the baby causing the game to hardlock when trying to leave the room so I had to baby skip. 4th hack I encountered with that issue.
Still giving it 3 orbs despite being a halfhack without major changes since the changes weren't negatively impacting my enjoyment. I liked it.
Played a bit then stopped because it's just a retile of vanilla. Not that it's a bad one, just not enough new to the table for me to chew away an hour or two on.
New name for this hack.
Another STUPID Metroid.
Another STUPID Metroid.
For the earliest hack on the site, and a hack this old, I can't judge it harshly. It's a half-hack, except there's genuine effort put into the structure of many of the rooms. If you know vanilla Super Metroid, you'll know where to find everything, so in that regards, it's very simple. Still, it's a nice look at what rom hacks were like that early. Not great, but not bad. Feels more like a test of what one can do with whatever tools they had back then for hacks.
Very barebones halfhack, but it's from the guy who made Legacy so I had to experience just a piece of history. The main draw for this hack is that it encourages a different item order than the original, and I really wanted to say that it's possible to engage in this new order without a single walljump but it's actually very difficult to get up into spring ball's area without just one walljump. Sorry, non-walljumpers. For anyone interested, the intended order is normal up to supers/charge, then goes: power bombs, high jump, varia, grapple, ice beam, spring ball, gravity, speedbooster (and from there, the item order returns to completely normal post-gravity.) Yes, the items are all in their original locations so you will have to do some suitless underwater to grab spring ball (and some grapple blocks have been put in place to help you do this.) Of course, this order is merely a suggestion - with enough walljumping skills you can easily backdoor the Wrecked Ship to ignore the frontal spring ball check, and you can tank the lava in speedbooster's gravity check and easily walljump out of that. Boy, that was a lot of words before a real rating: this hack can be safely ignored unless you want another night of Super Metroid that's approximately 5% different. Also, the Super Metroid's room tends to freeze on exit due to a stupid sound check - I had to cheat start in front of Mother Brain's door to complete this. Go play Legacy instead, it's obviously Banana Oyaji's better work.
Broken (Baby Metroid) half hack. A more tedious Super Metroid. No idea how to get into Gauntlet. I don't recommend it apart from it's historical impact. I guessed my completion stats.
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