Airy | ||
Release date: Jul 17, 2013 |
Author: Cyclamen32
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Genre: Exploration [?] Game: |
Difficulty: Beginner [?]
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Average runtime:
4:14 Average collection: 87% |
Read Me: [None] |
Forum Thread: Forum Topic |
Rating:
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Other Links:
Hack Author's Site |
Awards:
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Description
A very open-ended hack with exploration as the main goal. Items are strewn about in weird places, and nothing presents too much of a challenge.
Screenshots
Ratings and Reviews
Not as good as its big brother Oxide. This one took more effort to complete and didn't feel that great.
Airy is a fun exploration hack with physics that make it feel like you can jump right off the planet. It is extremely easy, as absolutely nothing is a real challenge. Major items are just strewn about randomly it appears. There are some really dark areas of the hack, and the final segment was a load of yuck. If you're longing for something with some length, you could do worse.
This hack started very well. Good physics, cool areas, not hard as balls.
Then came the endless back tracking, enemies that just won't die and impossible speedbooster puzzles to get reserve tanks.
It also feels like the author forgot to give the player beams in this hack and just gave them all at the end saying "oops".
And if it wasn't for the fact that someone warned me about the 1 tile to find the last area, I would of quit this hack before finding it. Word of advice and possible spoiler:
You need grapple beam to get in the last area and it's located near the place where you find space jump. It's hard to find so use your X-ray or MORPH BALL.
Last area of the game was pretty bland with a crapton of metroids in it. Fortunately, they are not hard to deal with, only slow. Escape was anti climactic.
I'm disappointed in this hack because it looked pretty good and had decent level design to keep me interested, just poor design choices on the last half of the game.
Then came the endless back tracking, enemies that just won't die and impossible speedbooster puzzles to get reserve tanks.
It also feels like the author forgot to give the player beams in this hack and just gave them all at the end saying "oops".
And if it wasn't for the fact that someone warned me about the 1 tile to find the last area, I would of quit this hack before finding it. Word of advice and possible spoiler:
You need grapple beam to get in the last area and it's located near the place where you find space jump. It's hard to find so use your X-ray or MORPH BALL.
Last area of the game was pretty bland with a crapton of metroids in it. Fortunately, they are not hard to deal with, only slow. Escape was anti climactic.
I'm disappointed in this hack because it looked pretty good and had decent level design to keep me interested, just poor design choices on the last half of the game.
Ok, started as a great hack..
Couldn't find supers had to look that up even tho I bombed everywhere and shot everywhere... ofcourse I didnt in correct room, tried hellruns for quite a while.
THen it went on very funny, trolly as never before.
Ridley fight was cool if you made a mistake! ;)
Loved Tourian wasnt what you thought it would be.
If I hadnt a viewer on twitch who remember that grappleblock I wouldnt be able to finish this hack.
Couldn't find supers had to look that up even tho I bombed everywhere and shot everywhere... ofcourse I didnt in correct room, tried hellruns for quite a while.
THen it went on very funny, trolly as never before.
Ridley fight was cool if you made a mistake! ;)
Loved Tourian wasnt what you thought it would be.
If I hadnt a viewer on twitch who remember that grappleblock I wouldnt be able to finish this hack.
No animals to be saved.
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''.
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''.
Another Cyclamen32 hack I enjoyed. The author made Oxide, Airy and Vino. I liked all of them.
Item progression is very different with most major items available after killing all bosses.
Reserve Tanks require Speedballing in mid-air which is hard. Though I only had issues with one. The rest aren't too bad.
A lot of backtracking for items near the end because there is no shortcut between some areas. That really dark area was a little annoying to go through.
I really loved the last area. It may be a bit bland but I like when it looks different than the original. It was cool. Wish the escape had a timer though.
Difficulty is very easy (with the exception of the Speedball challenges for Reserve Tanks.) not only thanks to your beam having an extremely-fast firing rate that makes you feel like you are Rambo.
If you finished Super Metroid you will be able to finish this game.
I fully recommend this hack, especially to new players.
Item progression is very different with most major items available after killing all bosses.
Reserve Tanks require Speedballing in mid-air which is hard. Though I only had issues with one. The rest aren't too bad.
A lot of backtracking for items near the end because there is no shortcut between some areas. That really dark area was a little annoying to go through.
I really loved the last area. It may be a bit bland but I like when it looks different than the original. It was cool. Wish the escape had a timer though.
Difficulty is very easy (with the exception of the Speedball challenges for Reserve Tanks.) not only thanks to your beam having an extremely-fast firing rate that makes you feel like you are Rambo.
If you finished Super Metroid you will be able to finish this game.
I fully recommend this hack, especially to new players.
In general is an average hack... but, it has some confusing & tedious places to go through, final part was weird and unsatisfactory, map doesn't show areas that you have explored previously after save & the worst bullshit: the speedball puzzles, they're annoying, I couldn't get any Reserve Tank & wasn't the only one
This hack is good, but definitely needs to be trimmed to be great. The mechanic changes also should be taken out. Since it's so large the backtracking is really annoying and I caved and loaded the hack in smile because I couldn't find the last key item.
Spoiler that you might find useful:
There are just power bombs lying around. I ignored a map dot and didn't get the powerbombs near dragon. Had I done this I would have saved myself about 45 minutes of backtracking to get some very important items nearby.
Spoiler that you might find useful:
There are just power bombs lying around. I ignored a map dot and didn't get the powerbombs near dragon. Had I done this I would have saved myself about 45 minutes of backtracking to get some very important items nearby.
Weird hack with a lot of visual effects and changed palettes. Really large and empty rooms litter the areas and as the name suggests the physics are a bit floatier.
Finished.
Recommend, it's not too bad.
note: This is retroactively reviewed, from February 14, 2019
Finished.
Recommend, it's not too bad.
note: This is retroactively reviewed, from February 14, 2019
This hack feels very mysterious, like you're visiting a dead planet, even though there's enemies. The dark atmosphere creates this effect, and in some rooms visibility was a bit hard, but not too bad. The physics were fun, you could traverse some rooms without touching the ground since you fall down so slowly. item progression was very strange, especially in the area with all the major beams. I liked the plot twist at the end. Escape was pretty boring.
Overall a very decent hack, but all the long backtracking does bring down one orb for me.
Overall a very decent hack, but all the long backtracking does bring down one orb for me.
Has Barf Kraid, but only 2 orbs for the map breaking when reloading from a save.
It looks like 2013 was a very bad year for super metroid, seeing as this is considered the best hack released that year. The best hacks of the other years are better than this.
A bit harder than most hacks because of finding where to go next.
Challenging enemies: especially as you get further in.
A few dead ends and one-way paths.
Some of the More Powerful Items are hidden in plain site.
Rewardingly, mind boggling WITHOUT the frustration of OTHER similar hack.
Challenging enemies: especially as you get further in.
A few dead ends and one-way paths.
Some of the More Powerful Items are hidden in plain site.
Rewardingly, mind boggling WITHOUT the frustration of OTHER similar hack.
Not completed. Personally, I have problems with saving passed locations. Items only 50 missiles. After killing the "flower" did not understand what to do.
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