MockingBird Station
Release date: Feb 11, 2008
Author: Xaggoth
Download: Version 7.0 [UH] (1249 downloads)
Genre: Exploration [?]
Game: SM
Difficulty: Veteran [?]
Average runtime: 4:37
Average collection: 45%
Read Me: [None]
Forum Thread: [None]
Rating: Star Star Star Star Star
Description
Samus has been hired to investigate MockingBird Station. Others have come before her, but none of them have returned. Upon arrival the station sealed the hanger doors blocking her way out. After scanning her systems, Samus finds that she must disable the stations power generator before she can leave. Unfortunately the most direct route to the generator has been blocked and she must take a more roundabout path. The only thing that she knows is that much of the station is in lock down and she will need to release bulkheads to open more of the station. A larger bulkhead in engineering is blocking the alternate route. Disabling the generator will destroy the station, but there is no other option.
Screenshots
Screenshot Screenshot
Ratings and Reviews
By MetroidMst on Mar 31, 2015 (Star Star Star Star Star )
50% in 1:41
Mockingbird station is an interesting concept thrown inside a blender of spikes and pain. The hack is very unforgiving, but at the same time, relatively enjoyable. Having to find doorcaps and open them to advance in other parts of the station is a really interesting idea, and it is pulled off relatively well.

Traversing the area is a big hassle in a lot of cases and can be a major cause of concern. There are also a lot of spikes, plenty of ways to die, and cleverly hidden secrets which can kill the player as well.

This is not going to be everyone's cup of tea, but you could do far worse than Mockingbird Station if you're looking for a relatively short and challenging hack.
By squishy_ichigo on Apr 11, 2015 (Star Star Star Star Star )
No completion stats.
By Vismund Cygnus on Apr 20, 2015 (Star Star Star Star Star )
No completion stats.
By Aran;Jaeger on Dec 08, 2016 (Star Star Star Star Star )
50% in 3:27
[Watch Video]  
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''.
By PHOSPHOTiDYL on May 15, 2018 (Star Star Star Star Star )
43% in 3:34
This is actually two hacks in one.
Mockingbird Station & Get The Grapple.

Feels forced linear. Worst phantoon fight. Get the grapple isn't happening.
One really sick speedboost puzzle during the escape sequence.
Kinda wana mockball & bounce, best part of the hack imo.

Maybe shoulda got the gravity suit so phantoon wasn't rng luck...
Ten hours rta, not a fun day, damn turtles are stupid.

Easy four stars if it gets finished with spore spawn & power bombz though.

Oh yeah, thanks for the hack.
By Ri2nOneRok on May 31, 2018 (Star Star Star Star Star )
No completion stats.
Love the background level designs of the depths of the engineering room. Sound selection gives the station an eerie vibe even though it is well lit. A few issues, and other things worth mentioning but dont want to give out spoilers. I do wish there was a more thorough background or synospsis on this hack, and a map. Because without these suggestions, I did need a lot of youtube to follow to make it through the hack. That was not the case with other hacks. Its an older hack so difficulty is up there.
By Sapphron on Jul 06, 2020 (Star Star Star Star Star )
34% in 2:12
A...special hack.
Quite difficult and not many sequence breaks. Suitless underwater is forced, and the final boss is quite tanky. I really didn't like the room for it but it made for a special challenge.
No map quite sucks. There are probably quite a few things I skipped too.
Door locks were used quite well in this hack, probably the first to use them this extensively.
Ice's location was incredibly stupid for me, it took some guiding from Ri2 to find it. Same with Spring Ball. Once again, not having a map hurts the experience quite a lot.
Music is eerie, level design isn't out of place for a station like this, the atmosphere is quite good. It's on the hard side.
44% in 2:00 second playthrough.
Finished.
If you're willing to use savestates, I recommend.
By Kandier on Feb 10, 2021 (Star Star Star Star Star )
No completion stats.
Ugly & weird hack, everything looks almost saturated & it doesn't even have a map screen
By caauyjdp on Feb 26, 2021 (Star Star Star Star Star )
44% in 5:59
Spent about 11hours on this.

A good four orb hack that gets dragged down by few very annoying design decisions/restrictions.
The only save station is the ship. There is no map. Because the hack is quite deadly at times, you're forced to choose to either backtrack a lot of rooms back to the ship to save and then traverse them again to get back, or remember where every single thing you picked up was, possibly making a map, to recollect everything after death.

I chose to backtrack every few items. If you want to play this without getting annoyed, I recommend savestates.

Getting grapple was the worst part of the hack. Had to resort to pause abuse, and even with it took a while, partially because getting back there takes time.

There was one case where I missed scroll trigger and after failing to get back onscreen, had to deal with broken scroll offsets after door transition eventually leading to reset.

Super at turtles seemed to be respawning. Possibly not on reentry but on save reload, because same seemed to happen to one red door I opened.

Some "doors" were missing plm at the bottom tile. One of them seemed to use different index resulting in a new glitched door spawning from the bottom tile on room reentry.

"Broken" green gate was a terrible design decision. If you have tings that can be mistaken for unintentionally broken, there better not be actually broken things in the hack.

Ceiling clips doesn't seem to be required anywhere, and if you want to try, take care, because some ceilings seem to be just one tile thick, and you can easily clip to oob without a way to get back in.

One neat thing about the hack tho, is that lag was made a feature.
Another neat thing was, that after getting a new power up, I immediately knew which room I needed to use it in, just not where the hell it was or how to get there again, and whether that was a way to progression or just an expansion.

If you don't mind using savestates and can shortcharge, I recommend this.
By Aikner on Sep 13, 2021 (Star Star Star Star Star )
51% in 10:53
Even though the entire hack takes place on some kind of station and looks very mechanical, it doesn't get boring or repetitive. The layout of the sectors gets more intriguing, challenging and menacing, the deeper you go. The above mentioned super missiles and an energy tank in a spiral block maze respawn on save reload.

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