Retroid
Release date: Sep 08, 2016
Author: ProjectXVIII
Download: 1.01, Unheadered (739 downloads)
Genre: Improvement [?]
Game: SM
Difficulty: Vanilla [?]
Average runtime: 1:45
Average collection: 35%
[None]
Forum thread: Release Thread
Rating: Star Star Star Star Star
Description
It's Retroid. Play NEStroid without shitty physics and controls and whatnot.

Credits:
DSO: helped with/straight up did most of the ASM, cool guy
RealRed: bitchin' elevators and title screen tileset
Grime: stars in title screen tileset
Quote: all the neat HUD shit
Scyzer: everything to do with Mother Brain's jar
ProjectXVIII: pretty much everything else (I'm totally not him shhhhhhhhhhhhhh)
zephyrtronium: :yum:
Screenshots
Screenshot
Ratings and Reviews
By Vismund Cygnus on Oct 03, 2016 (Star Star Star Star Star )
No completion stats.
The hack is not a 1:1 remake of Metroid, and that's what makes it great. The changes to the Super Metroid gameplay are enough to make it feel like you're playing the original Metroid, while keeping enough of the fluidity of what makes the Super Metroid physics feel so great, so that the hack gives you a nostalgic Metroid 1 feeling, while not making you remember why that game is actually kind of trash.
By Aran;Jaeger on Dec 08, 2016 (Star Star Star Star Star )
35% in 1:16
No animals to be saved.
By VictoriaViper on Mar 07, 2017 (Star Star Star Star Star )
35% in 2:15
(v1.01 reviewed)

Oh cool! A remake of the original Metroid using Super Metroid's engine and assets! It'll be like Zero Mission but more faithful to the source material. What's not to love? ...Well, several things, actually.

It's pretty impressive how much the hackers were able to alter Super Metroid to emulate that classic Metroid feel. Like in SM, Samus can still aim at angles, aim downward while jumping, and infinite-bomb-jump easily. However, she can no longer crouch, run, wall-jump (except off of frozen enemies, oddly), or mid-air morph (you won't realize how much you'll miss doing that until you can't anymore). Her missile-firing rate is also greatly reduced (though, thankfully, missiles are usually a one-shot kill for most enemies, like in the original game). I admit that playing the original Metroid with the complete Super Metroid moveset would've been pretty cool, but I appreciate the boosted authenticity. Heck, elevators even act as save stations, quietly saving your game when you ride them, and respawning you atop them when you reload a file.

Still, Retroid is not quite a 1:1 remake of the original Metroid. The neatest addition is a slight layout change to accommodate the inclusion of a few of Super Metroid's minibosses. Though the battles aren't particularly challenging, they do spice up the old Metroid gameplay a bit.

Other changes are far more inexplicable, however. The most obvious is the alteration to Super Metroid's jump physics. Spin-jumps now have maximum momentum at all times, no matter how fast you were moving when you left the ground. It's like always taking off from a full sprint. This gives you much less air control and makes precision jumps needlessly difficult. I spent most of the hack doing vertical leaps that I'd gingerly correct to the left and right.

But the changes don't stop there. The original Metroid had many seeming dead-ends that could be bombed to allow access to other areas. In this version, the bomb blocks are usually gone and replaced with empty squares, making these "hidden" paths plainly obvious now and removing much of the game's puzzle-solving. There are also several areas that contain shootable blocks, which would regenerate after a short period in the original Metroid, but never return in Retroid. This can make platforming more difficult if you accidentally destroy all of your footholds.

But by far the most egregious alteration is how items have been gated off. The best thing about the original Metroid (and what keeps me from believing that Zero Mission is wholly superior) is its near-total nonlinearity. Once you get the morph ball, bombs, ice beam and at least one missile tank, you can go absolutely anywhere in the game. Not so in Retroid. The most painful example is how the screw attack can no longer be obtained until Ridley is defeated. This makes getting through his enemy-infested lair far more tedious. Was this really a necessary change?

The difficulty balance is a lot different than before, too. Obviously it's much easier to survive since you don't have to start with 30 health all the time anymore, and Samus being able to aim at more angles helps as well. But beyond that, Kraid, Mother Brain and the final escape sequence are all stupidly easy now: Kraid's torso spikes don't offer him nearly as much protection as before; Mother Brain doesn't have that almost-inescapable death pit in front of her tank anymore; and the blue platforms in the escape shaft are wider and much harder to miss. By contrast, Ridley is WAY more difficult, and is tougher than anything else in the hack by a wide margin.

There's a handful of other minor nitpicks: your Brinstar map will occasionally erase itself; the varia suit's colors don't kick in until you deactivate and reactivate the suit in Samus' equipment screen; the game over screen still says "Find the metroid larva!" even though you're not doing that in this hack; and the item-collection rate seems to max out at 35% (though as far as I know, you might not be able to modify that).

I was hoping that Retroid could fully replace the original Metroid, retaining the original gameplay but adding smoother controls and a better audio/visual experience. Though it achieves this in many ways, some rather stupid alterations and balance issues weaken the end result. And if you never liked the original Metroid in the first place, the addition of a map (that occasionally erases itself) and wonky jump physics probably isn't going to be enough to win you over.

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