Super Metroid: Nocturn | ||
Release date: Mar 01, 2013 |
Author: NORTHa
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Genre: Unknown [?] Game: |
Difficulty: Unknown [?]
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Average runtime:
0:00 Average collection: 20% |
Read Me: [None] |
Forum Thread: [None] |
Rating:
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Description
n/a
Screenshots
Ratings and Reviews
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''.
Died 97 times with lots of savestates.
This hack is another landing site hack that's super unforgiving. There are invisible spikes in lots of places below crumble blocks, stupid paths, a bang puzzle that was actually really cool but executed poorly as it kills you in one hit. Right at the end, you need the bang so if you didn't lure your second bang to the left, forget it. You cannot beat the hack in that state.
Even if the bang puzzle worked better, it'd still be 1 star because there are no saves and basically no safe points. Some of the puzzles require you to abuse grapple's physics which is fine with me, but there are a few hidden crumble grapple blocks.
Game does not end normally, by the way.
Only recommend if using plenty of savestates.
This hack is another landing site hack that's super unforgiving. There are invisible spikes in lots of places below crumble blocks, stupid paths, a bang puzzle that was actually really cool but executed poorly as it kills you in one hit. Right at the end, you need the bang so if you didn't lure your second bang to the left, forget it. You cannot beat the hack in that state.
Even if the bang puzzle worked better, it'd still be 1 star because there are no saves and basically no safe points. Some of the puzzles require you to abuse grapple's physics which is fine with me, but there are a few hidden crumble grapple blocks.
Game does not end normally, by the way.
Only recommend if using plenty of savestates.
Requires the use of ceiling clip, clipping through stuff with Grapple and temporary blue suit. Stuff 99% of hacks won't require you to do and most people won't be able to do.
Invisible spikes and no save stations because the player is just here to suffer.
The bang puzzle is creative but there should have been another bang on the other side.
Ends at the E-Tank.
You should use savestates but the hack is garbage so you why would you even play it?
Don't waste your time.
Invisible spikes and no save stations because the player is just here to suffer.
The bang puzzle is creative but there should have been another bang on the other side.
Ends at the E-Tank.
You should use savestates but the hack is garbage so you why would you even play it?
Don't waste your time.
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