Super Metroid: Paddle | ||
Release date: Nov 12, 2013 |
Author: Mr. Hiryu
|
|
Genre: Exploration [?] Game: |
Difficulty: Unknown [?]
|
Average runtime:
3:32 Average collection: 82% |
Read Me: Readme |
Forum Thread: [None] |
Rating:
|
Description
Here is a full hack for Super Metroid. Has some ASM changes with Samus' movement & enemy behavior. Also some graphics changes have been made plus the level layout as well. Not much is documented on this hack due to it being of Japanese origin.
Screenshots
Ratings and Reviews
Animals 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''.
The hack is ok. Some areas have completely changed, some were rearranged. Note that the first two areas have NO save station so savestating is advised! Later save stations (norfair+) are easy to find.
It IS possible to SOFT-LOCK yourself at the start!
It IS possible to SOFT-LOCK yourself at the start!
Not bad considering this is a partial halfhack. I liked the darker Maridia.
Does have some issues mainly on the technical side. The item fanfare sometimes causes the music to stop playing and there is this sound-breaking bug once you enter a room in south east Lower Norfair which causes the game to hardlock when trying to leave the room. Thankfully that part is optional and you only miss a few items. Probably the third hack I've encountered with this bug.
Also, physics changes. I hate them. They become tolerable once you get Hi-Jump but they are still bad.
Despite the issues it was an enjoyable playthrough.
Does have some issues mainly on the technical side. The item fanfare sometimes causes the music to stop playing and there is this sound-breaking bug once you enter a room in south east Lower Norfair which causes the game to hardlock when trying to leave the room. Thankfully that part is optional and you only miss a few items. Probably the third hack I've encountered with this bug.
Also, physics changes. I hate them. They become tolerable once you get Hi-Jump but they are still bad.
Despite the issues it was an enjoyable playthrough.
One of the wackiest hacks I've played, it feels like it was made as a joke.
The sheer amount of design issues/level design errors is incredible, and the hack feels like it was corrupted but author did the best he could with said corrupted from.
Despite that, it was an interesting experience. I ended up lava diving into Lower Norfair and fighting Ridley early which was a mistake, considering the stupid tile error IN the Ridley platform. Makes the fight 10x harder. I went back after getting Grapple to continue normally, but just wanted to be done by then.
If you don't sequence break into LN I imagine it'd be a bit more fun, so do what you will with that information.
Finished.
Recommend.
The sheer amount of design issues/level design errors is incredible, and the hack feels like it was corrupted but author did the best he could with said corrupted from.
Despite that, it was an interesting experience. I ended up lava diving into Lower Norfair and fighting Ridley early which was a mistake, considering the stupid tile error IN the Ridley platform. Makes the fight 10x harder. I went back after getting Grapple to continue normally, but just wanted to be done by then.
If you don't sequence break into LN I imagine it'd be a bit more fun, so do what you will with that information.
Finished.
Recommend.
took about 8 hours
So, at start, the only save point I recall finding was the ship. And after dying to a certain unused enemy, I made a habbit to use it, and it saved me from some frustration while being annoying in itself. Path to supers and back took "a while", partially because me being dumb on way back.
X-ray room was.. strangely enough unlocked.
Path tophantoon or kraid took a while finding, and I'm tempted to blame increased fall speed making it harder to enter nonground level morph passages, but I'm not sure.
Path to draygon was.. where was it? I clipped through crumbles, but there had to be intended way.. right?
Bubble mountain had music related(?) crash/eternal loading when leaving the room.
"Had to"(apparently I didn't have to) reset escape, and I'm tempted to say it's because one of the door tiles wasn't a door, but it's likely I just missed my shots.
Only thing I actually liked was the "tiling error" in Ridley's room, which made fight actually harder, it's not ofter hacks pull off good boss room changes, and even if could have been accidental, still, interesting change.
Not recommended.
So, at start, the only save point I recall finding was the ship. And after dying to a certain unused enemy, I made a habbit to use it, and it saved me from some frustration while being annoying in itself. Path to supers and back took "a while", partially because me being dumb on way back.
X-ray room was.. strangely enough unlocked.
Path to
Path to draygon was.. where was it? I clipped through crumbles, but there had to be intended way.. right?
Bubble mountain had music related(?) crash/eternal loading when leaving the room.
"Had to"(apparently I didn't have to) reset escape, and I'm tempted to say it's because one of the door tiles wasn't a door, but it's likely I just missed my shots.
Only thing I actually liked was the "tiling error" in Ridley's room, which made fight actually harder, it's not ofter hacks pull off good boss room changes, and even if could have been accidental, still, interesting change.
Not recommended.
You must login to rate this hack
NOTE: If you are sent to the forum after logging in here, please try manually logging out, returning to this page, and logging in again. You may also have to clear your browser's cookies. Sorry.