caauyjdp's Ratings and Reviews
Super Metroid: Hidden by TN [SM Unknown], rated by caauyjdp on May 11, 2019 (Star Star Star Star Star )
96% in 8:40
Good hack. Found two oob, and map doesn't save properly, but it didn't bother me too much. Fixed in final.
Liked what this hack does with torizo and ridley fights, and that enemy vulnerabilities were tweaked.
Super Metroid Containment Chamber by Lioran [SM Challenge], rated by caauyjdp on Mar 21, 2019 (Star Star Star Star Star )
No completion stats.
Didn't manage to execure on the final puzzle, but learned a lot along the way. Had to use hint file solution videos often, which are a very useful/excellent feature.
Metroid: Takeover by Spedimus [MZM Unknown], rated by caauyjdp on Feb 02, 2019 (Star Star Star Star Star )
81% in 2:36
Great hack.
Super Metroid: Escape II by Hiroishi [SM Exploration], rated by caauyjdp on Nov 09, 2018 (Star Star Star Star Star )
97% in 12:04
Great hack.
Worst thing about it were both ways of getting tourian missile(although there might be more than one?). I ended up doing both with blue suit, which might have been intended way because there's an easy renewable way of getting it in tourian.
Escapes were trivial compared to attempting to get that missile.
Super Metroid Nature by Jefe962 [SM Speedrun/Race], rated by caauyjdp on Jan 06, 2019 (Star Star Star Star Star )
90% in 5:10
Very well made but unfortunately nothing memorable. No challenging rooms in terms of enemies or hazards, and no interesting puzzles. Only things that stuck in memory are design oddities with optional items: needing 3 supers to get another super, needing pb to get a not hidden super, needing a super to get a missile, having to do a speedball to get a missile.
Metroid: Zero by OneOf99 and CaptGlitch [MZM Challenge], rated by caauyjdp on Jun 20, 2018 (Star Star Star Star Star )
72% in 1:54
Just beat it on normal with 1 super to spare, and at least two missile packs uncollected. I probably wasted about 10 missiles, on missing and unnecessary doors. Did not have to learn zebetite skips.

The no health refill part of the hack fixes my only problem with ZM, it being too easy when played casually. It doesn't make it punishing, but makes it hard enough to consider reloading after taking couple of avoidable hits, or turning back to grab that out of the way energy tank you'd normally get later just so the low health alarm would stop(not saying it should be disabled).

No ammo refill is very interesting to me. I was curious if it'd be doable even before this hack, so getting a chance to try it is great. Unfortunately hack ends after mother brain escape, so I still don't know if vanilla is beatable without refills, although it seems highly likely.

I've encountered some minor issues along the way, and for lack of a better place will list them here.
After beating kraid, both his arms didn't despawn, and kept doing the death animation. Camera position was also still locked. Easily solved it by just blindly going left and bombing my way to next room, but still. Room was acting normal after re-entering.
If you don't save at the ship, refill sound doesn't stop playing until you leave the room.
Navigation statues seem to all start in sitting positions, which lets you avoid the "cutscene", but some of the statues were used in vanilla to make one way paths, so that kind of breaks that.
Can't block refill bugs from respawning by leaving the drop uncollected anymore.
Despite hack description taunting noobs to play on hard, hard mode is not unlocked after credits.

The biggest problem I have with this hack is that it makes charge beam actually useful(i'm pretty sure it's a required item now, to beat the hack).

Probably won't be replaying it, but it was solid fun while it lasted.
Odd Mission by Ing-ing [MZM Vanilla+], rated by caauyjdp on Mar 11, 2018 (Star Star Star Star Star )
75% in 2:17
NOTE: For those attempting 100%. This hack seems to have more of some of the items than vanilla, and it makes endgame screen percentage misleading. I have collected 29 missile packs, 24 super missile packs(vanilla has 15, I'm capped at 30 supers, 9 of the packs didn't count), 17 energy tanks(vanilla has 12, I'm capped at 1299 energy, 5 tanks didn't count), 5 power bomb packs, and 14 upgrades(including varia, not sure how it's counted). Endgame screen shows 75% although I'm counting 89 items. Also got "glitched" 87%, 105 items, by clipping into vanilla ridley

Played this through six times so far, around 25 hours total, and will probably play it through a couple more times.
A very nice redesign of vanilla map.
I accidentally managed to miss power grip on first playthrough, which made me finally learn how to bomb jump properly, but I don't think it's actually required anywhere.
It does seem to require you to go through heated rooms without protection, which could be non obvious, but there is an energy tank on the way to heal you up. Nevermind, varia is gettable before that.
Vines in norfair seem to have ungodly amount of hp, not sure what's that about, could be a way of gating you before you have enough missiles/supers, but having to mash missiles every time you pass through was kind of annoying.
It seems you only get one chance to get charge beam, which seems doable with missiles, but you can get supers before that, which makes it a non-issue.
Two states of Imago Cocoon/Kiru Giru room is kind of odd, not sure if it's a bug or intended, but going down to fight Imago hangs the game. You can always get around that by using any other exit.
You can get stuck getting out of the space jump room, if you try to go out the way you came in.
Map/minimap has some issues, like odd exits on the map/minimap that don't seem to exist in the room, and wrong door types, and I'm still not sure if some items are actually there, or if the map is wrong, but that only makes 100% more difficult and doesn't prevent you from completing the game.
Game seems to prevent you from going back from save room just before mother brain, which is a very odd choice.

Other than that, it's like playing ZM again for the first time.
Loved every minute of it.

Other hacks I've played are Metroid Other ZM, Deep Freeze, Winter Mission and Metroid: Spooky Mission. Odd mission is imho best of those, with Metroid Other ZM being close second.
If this were to get a version 1.1 with map/minimap fixed, even leaving all the other issues in, I'd rate it 5/5

P.S. It it possible to get into kraid without any items, and get back out after beating kraid. Way out is even kind of hinted/discoverable without prior knowledge.
P.P.S. There are at least three rooms with items, that are in different states/versions depending on which entrance you used to get in. Some items are only present in specific room states/versions. Might be intended.
P.P.P.S. Possibly permastucks: Going past 2nd(original) hive room without morph ball. Using shortcut to get around "power grip plant"(two ways of getting out that I know of both require speed booster, but having speed booster makes the plant disappear anyway. It might have a 3rd condition to despawn?). Getting missile in top left corner of kraid without bombs or power grip.
Summer Mission SHORT by Ing-ing [MZM Exploration], rated by caauyjdp on May 07, 2019 (Star Star Star Star Star )
53% in 5:04
I liked speedbooster/screw/pb tiles, and mechanic used behind ridley's room, but that's about it.

No walljump, power grip only works on specific things, ibj might still be possible, but definitely not vanilla.
If you get power grip before bombs, you can explore a lot of areas, and that makes finding bombs harder because it could be anywhere in those areas.
Automatic missile spam wasn't interesting from the start, and got really annoying during boss fights because of seemingly low damage.
Mother brain fight was garbage due to refill bugs. On one hand they made it impossible to do anything, on the other hand drops refill so much that I just tanked everything.

Only part when playing was actually fun was one multi room spark chain and that only took a couple of minutes.

edit: just found space jump.. path to it is neat.. upgrading to 3 orbs
Vermifugal by AM (alexman25) [MZM Quick Play], rated by caauyjdp on Feb 02, 2019 (Star Star Star Star Star )
30% in 0:20
Incredibly broken but also very short, so it still manages to be fun.
Does not seem to have Mua despite hack name.
Also, has better looking underwater effect than Return to Zebes :)
Super Metroid: Cristener Homenag by Juan Dennys [SM Vanilla+], rated by caauyjdp on Nov 05, 2018 (Star Star Star Star Star )
99% in 6:34
Not as bad as I heard.

It's not pretty for the most part, but it does have some nice looking parts.

There are softlocks. Never lost much progress to them.
One door near shaktool had broken scrolls but it fixed itself by going back.

Doing sand halls suitless was somewhat painful, but at least I learned how to get out of sand(sometimes). Plus, I'm not even certain if gravity was Draygon locked or if it was Botwoon and I could have had a suit by then.

Was really surprised to see that some bosses were nerfed by room changes(gt, phantoon and maybe ridley too). Kraid wasn't too bad as soon as I remembered facetanking. Draygon was weird, room changes gave you plenty of safe spots, and you can sill grapple kill him.

I think trick to Aqueduct was clever, but maybe that's just because I figured it out quickly.

Really glad this hack wasn't stingy with resources, had plenty of etanks and supers/pbs by midpoint.

Giving this two orbs, but if softlocks were fixed(although how you'd fix many many grapple related softlocks is beyond me) it would have been a three.
Searching for Items by Terimakasih [SM Exploration], rated by caauyjdp on Oct 25, 2018 (Star Star Star Star Star )
No completion stats.
Save at the ship doesn't work, loads you somewhere out of bounds with the spore spawn.
Beginning seemed somewhat interesting, but not enough to beat my dislike of using savestates
edit: fixed saving at the ship by changing word at 80:C4C7 to 8D42. Did couple more heat runs, no idea if I'm supposed to have found pb/varia already, or if author intended to guess where to go in norfair. Running back to norfair from the ship(which doesn't even work without a fix) for another try is no fun.
Disturbance by interdpth/raygun [MZM Unknown], rated by caauyjdp on Apr 22, 2018 (Star Star Star Star Star )
96% in 2:23
My only guess is that creator thought that zero mission was too difficult.
You start with power grip and get hi-jump in the next room. No long beam before hive room, but you can get 20 missiles before it. Platforms were added to make getting early varia trivial, and after you get varia, you also get a super missile pack, which give 3 missiles per pack on normal. Unknown items are enabled.
In contrast to this, Kraid and Ridley seem to have more health. Kraid was still trivial, but Ridley on the other hand is a missile sponge. After three attempts to stop wasting ammo on his tail swipes I figured I'm probably doing something wrong. Turns out he's vulnerable to charged plasma, and since I also had wave and gravity at that point... In retrospect, it's odd that I had to fight cocoon without ice. Probably should have checked if he was vulnerable to screw attack.
Couldn't find a way into tourian(except backdoor, but it was in escape state, so door to mother brain was gray), but gravity meant I could get power bombs and go into chozodia and complete the game anyway. Guardian and mecha ridley seemed unchanged, but escape sequence timer started at 99 minutes(or hours?) and just disappeared in the next room.
There were some ideas in this hack(not necessarily good or finished), but (barely) enough to keep me playing up to chozodia. Sadly chozodia itself seemed unchanged(except maybe some missiles were changed to supers?), and only interesting moments were game being confused when I got to places where suitless samus couldn't get to.
Can't really recommend this to anyone, but I've definitely played worse hacks.
P.S. You can leave chozodia. Either open high way first and return through that, or break the glass after guardian fight.