Arena 7 | ||
Release date: Jul 01, 2005 |
Author: Jathys
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Genre: Boss Rush [?] Game: |
Difficulty: Vanilla [?]
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Average runtime:
0:00 Average collection: 26% |
Read Me: [None] |
Forum Thread: [None] |
Rating:
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Description
Mini-spore spawn, a metroid 'boss', puzzles, ceres as a fully functional area, etc...
Screenshots
Ratings and Reviews
This is an excellent quick-play. A few interesting puzzles, and a new last boss.
It ends abruptly but it has a lot of new new quirks that in themselves make it a cool hack just to check out. Give it a try, it's cool stuff.
It ends abruptly but it has a lot of new new quirks that in themselves make it a cool hack just to check out. Give it a try, it's cool stuff.
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''.
Ni siquiera lo terminé me faltó un poco y no encontré algo interesante en este hack, para la fecha que salió es un hack descente. No lo recomiendo a menos que no tengas nada que hacer.
I could not get this hack to function properly. This saddens me, as it seems like it's probably the only Jathys hack worth playing. But, what are you going to do?
This is an edited/updated review. It has come to my attention that the patch for this hack is (as of writing this) mislabeled as an unheadered patch, when it's actually for headered. Shoutout to Neen, for getting me an unheadered patch, so that I can review this properly:
The ideas here are neat, and the custom enemies, though few, are definitely something I've yet to see in a hack up to this point. The low gravity areas were cool, and the pallets were also nice. Though Ceres is now used as an actual explorable area, little is done with it. I didn't know where the hack actually ended, but I believe after the Baby encounter, the game can be considered done. Beyond that point is just the vanilla game, but with a few caveats, which I'll explain below (Spoiler Warning):
- Exiting the Baby room to the left takes you to a room where the camera breaks. Going to the right gets Samus an E-Tank, while going to the left exits the room toward the sand pit in Botwoon E-Tank Room. The game proceeds from there, but with broken graphics. However, saving and reloading will fix it. From there, much of vanilla Zebes is explorable, emphasis on "much"
- DO NOT enter Save Rooms where the entrance is through doors to the right (the only exception being Business Center); the Save Rooms are broken, probably wouldn't even work, if you found the save machine, and you end up softlocking, trying to explore an out-of-bounds area. Maybe there's something out there if one is tenacious enough, but I didn't spend too long exploring it to find out.
- Many of the rooms for this hack are just modified versions of otherwise vanilla rooms. For that reason, exiting Big Pink to the left (save for the Waterway) will result in Samus exiting to one of the rooms made for the hack, but stuck in a wall, resulting in a softlock. While some doors won't softlock, they will - all the same - return you to the main hack map proper.
- The only modified enemy (other than The Baby) appears to be modded from what was a Kago. This is made apparent when you enter Mushroom Kingdom, as the Kagos are replaced by them, which makes for an amusing encounter.
-There are doubles of quite a few items, including Ice Beam, Varia Suit, etc. There are, however, many items that won't be in their usual locations, like most of Big Pink's items. I don't know if they're simply not there, or if they share an ID with an item acquired in the main hack map.
- The one thing preventing a higher score than a 2/5, personally, is the lack of a proper ending. Tourian is completely broken, and entering Tourian from G4 will result in a softlock in a room of garbage graphics, making Mother Brain impossible to reach.
Overall, it was okay, but I would've liked an actual ending. Oh well.
The ideas here are neat, and the custom enemies, though few, are definitely something I've yet to see in a hack up to this point. The low gravity areas were cool, and the pallets were also nice. Though Ceres is now used as an actual explorable area, little is done with it. I didn't know where the hack actually ended, but I believe after the Baby encounter, the game can be considered done. Beyond that point is just the vanilla game, but with a few caveats, which I'll explain below (Spoiler Warning):
- Exiting the Baby room to the left takes you to a room where the camera breaks. Going to the right gets Samus an E-Tank, while going to the left exits the room toward the sand pit in Botwoon E-Tank Room. The game proceeds from there, but with broken graphics. However, saving and reloading will fix it. From there, much of vanilla Zebes is explorable, emphasis on "much"
- DO NOT enter Save Rooms where the entrance is through doors to the right (the only exception being Business Center); the Save Rooms are broken, probably wouldn't even work, if you found the save machine, and you end up softlocking, trying to explore an out-of-bounds area. Maybe there's something out there if one is tenacious enough, but I didn't spend too long exploring it to find out.
- Many of the rooms for this hack are just modified versions of otherwise vanilla rooms. For that reason, exiting Big Pink to the left (save for the Waterway) will result in Samus exiting to one of the rooms made for the hack, but stuck in a wall, resulting in a softlock. While some doors won't softlock, they will - all the same - return you to the main hack map proper.
- The only modified enemy (other than The Baby) appears to be modded from what was a Kago. This is made apparent when you enter Mushroom Kingdom, as the Kagos are replaced by them, which makes for an amusing encounter.
-There are doubles of quite a few items, including Ice Beam, Varia Suit, etc. There are, however, many items that won't be in their usual locations, like most of Big Pink's items. I don't know if they're simply not there, or if they share an ID with an item acquired in the main hack map.
- The one thing preventing a higher score than a 2/5, personally, is the lack of a proper ending. Tourian is completely broken, and entering Tourian from G4 will result in a softlock in a room of garbage graphics, making Mother Brain impossible to reach.
Overall, it was okay, but I would've liked an actual ending. Oh well.
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